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Class Analysis: Cleric
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<blockquote data-quote="Vangol" data-source="post: 4385614" data-attributes="member: 69484"><p>After reading Keterys' threads on rating powers, I was inspired to start a similar thread of my own. In this thread, I'll go through the PHB, analyzing races, classes, powers, feats, items and other options, and assign them ratings, based on how effective they are. The ratings I'll use for everything in the thread are:</p><p></p><p>+++ Incredibly strong; possibly overpowered</p><p>++ Fairly effective; above average</p><p>+ Typical; usable but unexceptional</p><p>- Weak; may be usable but there are almost certainly better options.</p><p></p><p>The system is still new, of course, so some of my assumptions may turn out to be false. If you think are seriously misjudged something, point it out to me (do I really need to tell people that?).</p><p></p><p>Finally, this thread isn't primarily intended to help optimize characters. It's intended to provoke an interesting discussion of 4e's balance and mechanics, and provide some benchmarks for DMs designing their own material.</p><p></p><p></p><p>Let's start by taking a look at the first class in the PHB: the cleric. First, I will rate each build as a whole, then I will rate each power, and finally, I will rate each paragon path.</p><p></p><p>A few notes: I generally considered secondary effects to be more important than damage. The difference in damage between one attack and another is generally pretty small, once damage bonuses have been factored in, but the difference between a minor secondary effect (such as Slow) and a major one (such as Stun) is huge.</p><p></p><p>The main exceptions to this rule are area effects and powers that give you a number of attacks. Since you add your bonus damage (from ability mods, magic and other sources) to each attack, they can potentially deal bucketloads of damage.</p><p></p><p>Also, powers that give bonuses to attacks or penalties to defense are rated highly. They set an enemy up for a couple of huge hits from powerful daily or encounter powers.</p><p></p><p>The Cleric</p><p>[sblock]</p><p>+++ Devoted Cleric+ Battle Cleric+ Balanced ClericCleric At-Will Powers:</p><p>[sblock]</p><p>++ Lance of Faith+ Priest's Shield+++ Righteous Brand+++ Sacred Flame[/sblock]</p><p>Cleric Encounter Powers:</p><p>[sblock]</p><p>Level 1:</p><p>[sblock]</p><p>++ Cause Fear+++ Divine Glow++ Healing Strike++ Wrathful Thunder[/sblock]</p><p>Level 3:</p><p>[sblock]</p><p>++ Blazing Beacon+ Command- Daunting Light+ Split the Sky[/sblock]</p><p>Level 7:</p><p> [sblock]</p><p>- Awe Strike+ Break the Spirit++ Searing Light++ Strengthen the Faithful[/sblock]</p><p>Level 13:</p><p> [sblock]</p><p>- Arc of the Righteous+++ Inspiring Strike+++ Mantle of Glory+++ Plague of Doom [/sblock]</p><p>Level 17:</p><p> [sblock]</p><p>+ Blinding Light++ Enthrall+ Sentinel Strike++ Thunderous Word [/sblock]</p><p>Level 23:</p><p> [sblock]</p><p>- Astral Blades of Death- Divine Censure+ Haunting Strike+++ Healing Torch [/sblock]</p><p>Level 27:</p><p> [sblock]</p><p>- Punishing Strike+ Sacrificial Healing- Scourge of the Unworthy+++ Sunburst [/sblock]</p><p>[/sblock]</p><p>Cleric Daily Powers:</p><p>[sblock]</p><p>Level 1:</p><p>[sblock]</p><p>+ Avenging Flame++ Beacon of Hope- Cascade of Light+ Guardian of Faith[/sblock]</p><p>Level 5:</p><p>[sblock]</p><p>+++ Consecrated Ground++ Rune of Peace+ Spiritual Weapon++ Weapon of the Gods[/sblock]</p><p>Level 9:</p><p>[sblock]</p><p>+ Astral Defenders++ Blade Barrier++ Divine Power+ Flame Strike[/sblock]</p><p>Level 15:</p><p>[sblock]</p><p>+ Holy Spark++ Purifying Fire++ Seal of Warding[/sblock]</p><p>Level 19:</p><p>[sblock]</p><p>+++ Fire Storm++ Holy Wrath++ Indomitable Spirit++ Knight of Glory[/sblock]</p><p>Level 25:</p><p>[sblock]</p><p>- Nimbus of Doom+++ Sacred Word+++ Seal of Binding+ Seal of Protection[/sblock]</p><p>Level 29:</p><p>[sblock]</p><p>+++ Astral Storm- Godstrike[/sblock]</p><p>[/sblock]</p><p>Cleric Utility Powers:</p><p>[sblock]</p><p>Level 2:</p><p>[sblock]</p><p>++ Bless+ Cure Light Wounds- Divine Aid+ Sanctuary++ Shield of Faith[/sblock]</p><p>Level 6:</p><p>[sblock]</p><p>++ Bastion of Health+ Cure Serious Wounds- Divine Vigor++ Holy Lantern[/sblock]</p><p>Level 10:</p><p>[sblock]</p><p>+ Astral Refuge+ Knights of Unyielding Valor++ Mass Cure Light Wounds++ Shielding Word[/sblock]</p><p>Level 16:</p><p>[sblock]</p><p>++ Astral Shield+ Cloak of Peace++ Divine Armor+ Hallowed Ground[/sblock]</p><p>Level 22:</p><p>[sblock]</p><p>+ Angel of the Eleven Winds+ Clarion Call of the Astral Sea+++ Cloud Chariot+ Purify+ Spirit of Health[/sblock]</p><p>[/sblock]</p><p>Cleric Paragon Paths</p><p>[sblock]</p><p>+ Angelic Avenger++ Divine Oracle+ Radiant Servant+ Warpriest[/sblock]</p><p>[/sblock]</p><p></p><p>So there you have it: the most thorough analysis of the cleric out there. Keep an eye on this thread; I'll add info for the other classes as time permits.</p></blockquote><p></p>
[QUOTE="Vangol, post: 4385614, member: 69484"] After reading Keterys' threads on rating powers, I was inspired to start a similar thread of my own. In this thread, I'll go through the PHB, analyzing races, classes, powers, feats, items and other options, and assign them ratings, based on how effective they are. The ratings I'll use for everything in the thread are: +++ Incredibly strong; possibly overpowered ++ Fairly effective; above average + Typical; usable but unexceptional - Weak; may be usable but there are almost certainly better options. The system is still new, of course, so some of my assumptions may turn out to be false. If you think are seriously misjudged something, point it out to me (do I really need to tell people that?). Finally, this thread isn't primarily intended to help optimize characters. It's intended to provoke an interesting discussion of 4e's balance and mechanics, and provide some benchmarks for DMs designing their own material. Let's start by taking a look at the first class in the PHB: the cleric. First, I will rate each build as a whole, then I will rate each power, and finally, I will rate each paragon path. A few notes: I generally considered secondary effects to be more important than damage. The difference in damage between one attack and another is generally pretty small, once damage bonuses have been factored in, but the difference between a minor secondary effect (such as Slow) and a major one (such as Stun) is huge. The main exceptions to this rule are area effects and powers that give you a number of attacks. Since you add your bonus damage (from ability mods, magic and other sources) to each attack, they can potentially deal bucketloads of damage. Also, powers that give bonuses to attacks or penalties to defense are rated highly. They set an enemy up for a couple of huge hits from powerful daily or encounter powers. The Cleric [sblock] +++ Devoted Cleric+ Battle Cleric+ Balanced ClericCleric At-Will Powers: [sblock] ++ Lance of Faith+ Priest's Shield+++ Righteous Brand+++ Sacred Flame[/sblock] Cleric Encounter Powers: [sblock] Level 1: [sblock] ++ Cause Fear+++ Divine Glow++ Healing Strike++ Wrathful Thunder[/sblock] Level 3: [sblock] ++ Blazing Beacon+ Command- Daunting Light+ Split the Sky[/sblock] Level 7: [sblock] - Awe Strike+ Break the Spirit++ Searing Light++ Strengthen the Faithful[/sblock] Level 13: [sblock] - Arc of the Righteous+++ Inspiring Strike+++ Mantle of Glory+++ Plague of Doom [/sblock] Level 17: [sblock] + Blinding Light++ Enthrall+ Sentinel Strike++ Thunderous Word [/sblock] Level 23: [sblock] - Astral Blades of Death- Divine Censure+ Haunting Strike+++ Healing Torch [/sblock] Level 27: [sblock] - Punishing Strike+ Sacrificial Healing- Scourge of the Unworthy+++ Sunburst [/sblock] [/sblock] Cleric Daily Powers: [sblock] Level 1: [sblock] + Avenging Flame++ Beacon of Hope- Cascade of Light+ Guardian of Faith[/sblock] Level 5: [sblock] +++ Consecrated Ground++ Rune of Peace+ Spiritual Weapon++ Weapon of the Gods[/sblock] Level 9: [sblock] + Astral Defenders++ Blade Barrier++ Divine Power+ Flame Strike[/sblock] Level 15: [sblock] + Holy Spark++ Purifying Fire++ Seal of Warding[/sblock] Level 19: [sblock] +++ Fire Storm++ Holy Wrath++ Indomitable Spirit++ Knight of Glory[/sblock] Level 25: [sblock] - Nimbus of Doom+++ Sacred Word+++ Seal of Binding+ Seal of Protection[/sblock] Level 29: [sblock] +++ Astral Storm- Godstrike[/sblock] [/sblock] Cleric Utility Powers: [sblock] Level 2: [sblock] ++ Bless+ Cure Light Wounds- Divine Aid+ Sanctuary++ Shield of Faith[/sblock] Level 6: [sblock] ++ Bastion of Health+ Cure Serious Wounds- Divine Vigor++ Holy Lantern[/sblock] Level 10: [sblock] + Astral Refuge+ Knights of Unyielding Valor++ Mass Cure Light Wounds++ Shielding Word[/sblock] Level 16: [sblock] ++ Astral Shield+ Cloak of Peace++ Divine Armor+ Hallowed Ground[/sblock] Level 22: [sblock] + Angel of the Eleven Winds+ Clarion Call of the Astral Sea+++ Cloud Chariot+ Purify+ Spirit of Health[/sblock] [/sblock] Cleric Paragon Paths [sblock] + Angelic Avenger++ Divine Oracle+ Radiant Servant+ Warpriest[/sblock] [/sblock] So there you have it: the most thorough analysis of the cleric out there. Keep an eye on this thread; I'll add info for the other classes as time permits. [/QUOTE]
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